Space battle board game

ABSTRACT

A board game playable by two or four persons or two teams of persons utilizing a square game board with each player being assigned a plurality of ships along with a mother ship. The board is divided into diagonal moving spaces and diagonal nonmoving spaces. The ships and mother ship are a color matched set, with four sets of different colors, with each color set matching moving space indicia printed on the game board. The object of the game is to be the first to move one&#39;s mother ship from a beginning edge of the game board to an opposing edge on move spaces located on the board. Difficulty levels are provided by changing and adding move options available to the players&#39; ships and mother ship depending on ship location and the desired level of play. The game is also easily adaptable to electronic play and use on the world wide web.

TECHNICAL FIELD

This invention relates to board games and in particular to a board game playable by two or four persons or two teams of persons utilizing a square game board with each player being assigned a plurality of ships along with a mother ship. The object of the game is to be the first to move one's mother ship from a beginning edge of the game board to an opposing edge on move spaces located on the board. Difficulty levels are provided by changing and adding move options available to the players.

BACKROUND ART

Prior art is replete with various types of games utilizing game boards and moveable objects. Unlike the prior art, the present invention provides numerous playing levels providing various challenging moves and strategies thereby increasing the interest level of the players. The complexity level is changed easily without adding new objects or materials.

GENERAL SUMMARY DISCUSSION OF INVENTION

Object of Play

In the game, players compete against each other to see who is the first to get their “mother ship” to the opposite side edge of the game board from the starting edge. In doing so, players will inevitably confront each other and eliminate “ships” in order to be proclaimed a winner at the end. Once this has been accomplished the game is over and a player wins the game. Another way of winning the game is when a player terminates all of his opponents “ships” without getting the “mother ship” to the opposite side. Yet another way of becoming a winner is by SPM (SELF PROCLAIM MOVES). SPM occur when it is obvious that one player has another player(s) “trapped” or on the verge of winning and it's only a matter of time that this player becomes a winner.

Before playing the game a player must decide the difficulty level desired. There are 5 levels. Level 1 is for starters. Level 2 is for experienced players. Levels 3-5 are for experts. Level 4 is the most challenging. Level 5 requires some major rule changes. Level 5 is always played with the combination of any of the previous 4 levels. It is strongly recommended to begin with level 1.

PRACTICING THE INVENTION

Setup and Game Rules

Level I

The game is ideal for four players, 2 players, or two teams of two. If teams are involved a team members are always on opposing side of the game board from each other.

The game can be played on either of two game boards. FIG. 1 illustrates game board #1 which is 10 by 10 square, with 100 total spaces (21) and with a “safe haven” move space (20) not perfectly in the middle of the game board. FIG. 2 illustrates game board #2 which is 11 by 11, with 121 spaces (31) and with a “safe haven” move space (30) in the middle of the game board. Each game board has alternating blank move spaces (22, 32) with move spaces (23, 33). The move spaces (23,33) may include a depiction of a comet, star, galaxy, or some other celestial object or indicia which could indicate color and direction of move. On the FIGS. 1 and 2, direction arrows are included for description only to indicate the direction of desired moving of ships and mother ships on the board. These arrows may be replaced with an artistic rendition of a comet which is colored to match the four different sets of playing pieces, described below. Coloration of the comet on the board are divided into quadrants meeting at the center safe haven move space. The different style arrows on FIGS. 1 and 2 game board indicate the different colors for each arrow style. The game board desired is chosen before play begins.

Each player selects a set of colored playing pieces, the set includes three “ships” and one “mother ship”. FIG. 3 depicts a set of playing pieces (40) with three “ships”(41) and one “mother ship” (42). The game includes four sets of playing pieces with each set a different color. Each player's color may also be assigned a team name. For example green may be “Little Green Men”, blue may be “Blue Moon”, red may be “The Red Planet”, and purple may be “Purple People Eaters”. Ships (41) are placed on the beginning edge moving spaces (24, 34) where the arrows match the color of the set. When using the game board in FIG. 1 with the 10 by 10 moving spaces two of the beginning edge moving spaces have an extra move spaces available. Ships and mother ships may be positioned on the desired move spaces at the player's discretion. However, it is not necessary to label your teams.

-   -   1. TAKING TURNS—It is recommended to go in color alphabetical         order. Blue-first, green-second, purple-third, red-forth. Or you         may choose another preferred order. Each player can only move 1         desired ship at a time unless the player sees the opportunity to         double or triple jump.     -   2. Ships move diagonally by following the direction of their         colored arrows or other indicia. Some boards may not show the         arrows but it's assumed that each color moves forward in a         diagonal direction. These ships may not move back from the         direction they are going.     -   3. Ships may terminate an opponent by flying (jumping) over them         or sliding into the place where the opponents ship was located.         There must be an empty diagonal move space in order to terminate         an opponent. Once a ship is terminated, it has taken out of         space, removed from the playing board. Double, triple, etc.         flying (jumping) is permitted. There is no limit to double         flying (jumping). It is also permitted to jump over your own         ship to advance or terminate an opponent.     -   4. The mother ship is the one unique spaceship of the set of         four. An object is to protect the mother ship at all times. Once         a mother ship is terminated, the player is out. All other ships         of that player are removed from the game board. Mother ships may         move in any direction by riding (jumping or using spaces) one         moving space at a time.     -   5. A player may loose a ship when “CAUGHT LOOKING OR CAUGHT         SLEEPING”. Such as when a player fails to terminate an         opponent's ship when the opportunity is there. A player loses         the ship that was “caught looking”. Any player may call this         within the current turn. A player may be safe from being “caught         looking”, if no players calls it and it's that players turn         again. If a situation arises where a player has two         opportunities to terminate an opponent, that one player can         choose which opponent to terminate and the other opportunity         would not be considered “caught looking’. A player may even         choose to be “caught looking” if he sees a more advantageous         move. For example, when a player's mother ship is about to win.     -   6. Safe haven is the space in the middle or almost middle of the         game board. This space may be shared by any number of different         ships. Once a ship is in this place, it is protected and nothing         can affect this ship from being terminated. It is permissible to         use the safe haven space to end a termination process.     -   7. Safe haven space may never be flown (jumped) over for         strategic purposes, unless the ship flying over has another ship         (of it's own color) positioned there (Safe Haven).     -   8. A ship gets “VADOR”(invador) status and has extra powers when         any ship other than the mother ship reaches it's opposite side.         A VADOR is identified by standing upright with the “V” (43)         visible, illustrated in FIG. 3. VADOR moves in a V shape. It may         move multiple squares at one time. VADOR may double jump over         opponents, while there must be move spaces in between for double         jumping if the opportunity is there. VADOR may never use the         move spaces on the game board edges. VADOR may never jump over         or use safe haven spaces. Vadors can terminate a ship only when         there is a move space empty next to where the opponents ship is         located.     -   9. SL (44) stands for “Sore Loser” and “SL” is imprinted on the         opposite end of the ship as the “V”. This occurs when a player         is eliminated but the player has a ship left in safe haven. This         ship can move in any direction and one moving space at a time         when it's turn comes around but it can't become a Vador.     -   10. It is good sportsmanship not to talk during a game. There is         a two minute time limit per move. A player may choose to take         advantage of the time if desired. p1 11. If you are playing with         game board #2, note that players slide into safe haven. You may         jump over safe haven if a player has a chip of it's own in safe         haven. In addition, a player can't terminate an opponent by         leaving safe haven.     -   12. If a player terminates an opponent on a multiple jump and         the 1^(st) ship eliminated was the Mother ship, this player has         a choice to finish the double jump or complete it at the point         of where the mother ship was terminated.         Level II

The rules from level I still apply, changes are listed below.

-   -   1. ROPD—This stands for RIGHTS OF PASSAGE DENIED. A player         obtains this when an opponent's ship(s) is terminated. The piece         that was terminated must be flipped over and placed on a desired         area in the game board, thereby exposing the letters “ROPD” (46)         as illustrated in FIG. 3. The player who terminated someone has         this responsibility.     -   2. When a ROPD exists, it's likely there is no moving space for         players to use to play the game. In other words, it's like a         wall that can't be used.     -   3. It is possible for players to be trapped around ROPDS (even         in safe haven). If this is the case, the player may choose to         pass or just choose to self-terminate and be eliminated.     -   4. VADORS are the only ships that can remove ROPD'S. ROPD'S can         be removed as per player's turn and only one ROPD at a time. A         ROPD is removed when a VADOR locates it in it's “V” area. The         ROPD ship is then removed from the game board. VADORS may do         this as often as desired as per player's turn. VADORS can't         remove a ROPD and terminate a ship in the same move.     -   5. ROPD'S must be removed before termination can occur.     -   6. If a “caught looking” situation arises and is called, the         player that called it first gets to place the ROPD on the board.         If it's a tie, use the paper, scissor, rock to see who gets         awarded the ROPD. If a player is “caught looking” during his         last move to win, the player must move back his ship and allow         the opponent to place the ROPD where desired, and the player         “caught looking” loses his turn.     -   7. VADORS and mother ships may not be used as ROPD's. If a         mother ship is terminated, it is possible that you may have 1-3         ROPD's available.     -   8. A player may call “pass” when he or she is trapped and there         is not a move available to him or her. If he is the only one         left and he or she is trapped, he is considered defeated.         Level III

The rules from levels I and II still apply, changes and additions to these levels are listed below.

-   -   1. Mother ship carrier—This comes into effect when a mother ship         carries individual ships. For each ship that the mother ship         carries, this represents the times that the mother ship can         move. For example, if it carries two ships, the mother ship can         move three times. Mother ship carriers may not double jump after         they have exhausted their number of ship capabilities. Single         ships are the only ones that may double jump as many times as         available.     -   2. Individual ships may hop on the mother ship carrier. Or a         mother ship carrier, if within range, may pickup ships. When         picking up a ship, the ship that was picked up does not count as         a extra move until the next turn for that player comes around.     -   3. Mother ship carrier may release individual ships at anytime         anywhere per player's turn.     -   4. You may terminate any opponent within the range that the         mother ship carrier is capable. For example, if your mother ship         carrier has a 3 move capability, then you may eliminate an         opponent next to you and move twice more.     -   5. Mother ship carrier must be completely dissolved before a         mother ship is crowned the winner. Mother ships must dump all         their ships before it wins. A dumped ship on the edge of the         opposite side may become a VADOR.     -   6. VADORS can terminate mother ship carriers.     -   7. Mother ship carriers may use safe haven to be protected.         However, mother ship carriers may not use safe haven for the         purpose of terminating opponents unless there is a ship of the         same color already positioned there.     -   8. A mother ship carrier may not use the same path twice. For         example, you may not move once into the moving space, terminate         a ship, and then use the same moving space to backup through the         same path that you already used.         Level IV     -   1. Before the game starts, all players pass out their color         chips to other players except their own mother ships. Which         means that each players will end up with their mother ship and         three different colored ships.     -   2. Players then position all the ships on their starting side.         Be aware that each player still controls only their color the         only difference is that their ships are in different starting         locations.     -   3. In this level, a player must make a note of the two sides to         play in. Once is called the “Regular” side and the other is call         the “Dark” side.     -   4. The objective is still to get your mother ship to the         opposite side.     -   5. In this level players may switch sides and must announce to         all players that he is switching sides. This represents a move.     -   6. Players can only terminate opponents if they are in matching         sides. A player cannot terminate someone while switching sides         or in the process of doing so. For example, a VADOR on the dark         side cannot eliminate someone on the regular side.     -   7. A player wins only if his mother ship reaches one of the         original and regular moving spaces or area but it cannot be the         dark side.     -   8. During a switch move, the ship may be moved diagonal, side to         side, or up and down.     -   9. All other rules from previous levels still apply.         Level V

This level is played in combination with the other 1 thru 4 levels. Two major rules change.

-   -   1. The objective is no longer that your Mother ship reaches the         opposite side but to eliminate all your opponents completely.     -   2. Your small ship are allowed to move back.     -   3. If a player double jumps an opponent while trying to become a         VADOR, this player must first terminate it's opponent touching         the VADOR area. Then on its next turn may become a VADOR if that         is what is desired.

INTERNET ONLINE PLAY

There will be a cost to the customer for playing the game online. Players will visit the game website. Players may create an account by paying online through the use of credit cards, debit cards, etc. They may also purchase a game card from retail outlets who carry the card for sale. The card will have a code that can be scratched off by the player. The code will allow the player to create and maintain his account every time he plays the game. Once the player uses the value of the card, another card may be purchased or the player can add value to the old card through the use of credit cards, debit cards, checks, etc.

As players play the game online, they add monetary value to their account every time they win. Players of the game may be compensated in “Scholarship” money. A player's earnings can be withdrawn when two things happen.

Number one: A player must graduate from High School. If a player drops out of HS, the player's earnings are forfeited.

Number two: A player must provide written proof that he is indeed enrolled in a Higher Ed. Institute. Higher Education Institutes include Colleges, University, and Tech. Institutes and Trade schools.

Players who have no need for “Scholarship” money can donate their earnings to someone who meets the above requirements. However, this player may not withdraw his earnings for any other reason.

Tournaments will be held on-line periodically for the purpose of dispersing Scholarships to young kids.

Below is a simplified list of steps for the above mention.

Step 1: Player visits the game's website or he may purchase a game card where he finds the game's website address.

Step 2: Player purchases credits to play the game. Or player may scratch off the code from the game card. Cards will be sold at different values. Cards will have different prices. The more expensive the card is, the more games a player can play.

Step 3: The cost per game will be for example, 1 credit. In this example, a value can be given to the credit as per owner's discretion.

Step 4: Player creates account with all truthful information. The account application will be nullified if there is proof of false information.

Step 5: Player enters rooms available for play. Playing rooms include Beginners, Experience, and Experts.

Step 6: Player's pay to play a game. 1 credit per game.

Step 7: If players win a game, his account will be credited with “1” credit. For example, if a player has 4 credits on his account and he wins a game, his account now has a total of “5” credits.

Step 8: If player loses game, the player loses 1 credit. For example, if player started with “4” credits in his account, he now has 3 credits because he lost.

Step 9: Player may choose to stop playing by logging of his account and play another day.

Step 10: Players will be notified for upcoming tournaments.

Finally a player can rank himself by keeping track of his winnings only. The ranking # is in the thousands place. Levels 1 thru 4 represent the ranking position. If a player has won in his or her lifetime, 5 games of level 1, 6 games of level 2, 3 games of level 3, and 1 game of level 4. The player's ranking is 5631. Obviously, if an opponent player is 9999, you are playing with a pro. Once the number of games won is 9, you stop counting.

DESCRIPTION OF DRAWINGS

For a further understanding of the nature and objects of the present invention, reference should be had to the following detailed description, taken in conjunction with the accompanying drawings, in which like elements are given the same or analogous reference numbers and wherein:

FIG. 1 is a game board which has 10 by 10 square total spaces with a “safe haven” not in the middle of the board.

FIG. 2 is a game board which has 11 by 11 square total spaces with a “safe haven” square in the middle.

FIG. 3 are three “ships” and one “mother ship” each player starts with at the beginning of a game, illustrating the markings thereon. 

1. A method of game board play wherein the game is playable by four players or two teams of two players where the game board is generally square and divided into a plurality of square spaces arranged in columns and which game board is selected from either a board with 10 spaces on each of four edges or a board with 11 spaces on each of four edges, and where every other space on the selected board is a move space adjacent to a non move space, move spaces are diagonal to moves spaces in a next column of spaces, a safe haven move space is positioned near a center of the game board, different color and move direction indicia are included on move spaces arranged on each of the four board edges and which diagonally terminate at the safe haven move space, and further where each player starts with a colored set of four playing pieces comprising three ships and one mother ship where the color set matches a color indicia on a starting edge of the board selected by a player, and where an object of the game is to move one's mother ship from a starting edge to an opposing edge, the game comprises the steps: a) arranging a player's four playing pieces on moving spaces on a selected starting edge of the game board matching the color of the playing pieces, b) in turn each player moving 1 desired playing piece diagonally to another move space in a direction generally to an opposing edge, c) during a players'turn, jumping and eliminating opponent playing pieces or plurality of opponent playing pieces which are located in adjacent diagonal move spaces, d) protecting a playing piece from elimination by moving a playing piece or a plurality of playing pieces to the safe haven moving space near the middle of the game board, e) winning the game by first moving one's mother ship from the starting edge to an opposing edge.
 2. The method of game board play as set forth in claim 1 further comprising; moving any of the three ships of a given player only in a direction in diagonal spaces from a starting edge towards an opposing edge.
 3. The method of game board play as set forth in claim 1 further comprising; moving the mother ship of a given player in any direction in diagonal spaces.
 4. The method of game board play as set forth in claim 1 further comprising; losing a ship when, during a turn a player fails to jump and terminate an opponent ship.
 5. The method of game board play as set forth in claim 1 further comprising; prohibiting a ship from moving over a safe haven space unless the space haven space includes a ship located there of the same color as the ship moving over the safe haven space.
 6. The method of game board play as set forth in claim 1 further comprising; converting a player's ship to “VADOR” status by the player moving a ship, other than a mother ship, from a starting edge to an opposing edge whereby the ship which has obtained “VADOR” status may then move in turn in a “V” pattern of multiple move spaces, may jump and eliminate multiple opponent ships if open move spaces exist between jumped ships, may not use spaces on the game board edge and further wherein the ship with “VADOR” status may never jump over or use safe haven spaces and further wherein a ship which has obtained “VADOR” status is positioned so that a “V” imprinted thereon the ship is visible to other players.
 7. The method of game board play as set forth in claim 6 further comprising; converting a player's ship to “SORE LOSER” status by the player being eliminated while having a ship remaining in safe haven whereby the “SORE LOSER” ship thereafter may move in any direction one diagonal space at a time, and further wherein the ship which has obtained “sore loser” status is positioned so that a “SL” imprinted thereon the ship is visible to other players and further wherein said “SORE LOSER” may never obtain “VADOR” status.
 8. The method of game board play as set forth in claim 6 further comprising; converting a player's ship, other than a mother ship or a ship with “vador” status, to “rights of passage denied” status by an opposing player terminating an opponent's ship and the terminating player placing the terminated ship in an inverted position on any desired moving space thereby prohibiting opponents from moving over the space, and further wherein the ship which has been converted to “rights of passage denied” status is positioned so that a “ropd” imprinted thereon the ship is visible to other players, removing a “ropd” status ship by use of a ship with “vador” status.
 9. The method of game board play as set forth in claim 6 further comprising; converting a mother ship to a mother ship carrier by moving ships of the same color as the mother ship to the mother ship thereby allowing the mother ship carrier to move a number of spaces equal to the sum of ships carried by the mother ship plus the mother ship, releasing carried ships from the mother ship carrier during a player's turn.
 10. The method of game board play as set forth in claim 6 further comprising; exchanging ships, other than a mother ship, between players before play begins so that all players have a plurality of different colored ships, each player positioning the different colored ships on their starting edge along with a mother ship, selecting play with a dark side or regular side, terminating ships or mother ships playing within the side, switching from the dark side to regular side or regular side to dark side as a player's move, a mother ship wins by moving to an opposing edge in a regular side move space.
 11. The method of game board play as set forth in claim 1 further comprising; winning by eliminating all opponent ships, and whereby all ships may move in a forward direction toward an opposing edge and backwards towards a starting edge.
 12. The method of game board play as set forth in claim 1 further comprising; selecting playing pieces, game board, and opponents from a world wide web site and playing the board game.
 13. The method of game board play as set forth in claim 12 further comprising; paying a fee before entering a world wide web site for playing the board game. 